CE: Allied characters are treated as having the same
name as each other, only for purposes of special
abilities whose name contains Squad. Followers
within 6 squares gain Squad Assault.
Today we do a pretty straight forward figure.
Commander Gree costs 2 points more than his other
version, but brings so much more. He has a very nice
60 HP the defense sucks, but what clone doesnt. His
attack is solid and his 30DAM is off the charts
good. He doesnt really have more than that with
abilities, but he has a sweet CE. Basically, all
characters in your squad (note it says allies so it
does include other commanders) have the same name,
so the squad assault that the other half of his CE
grants is applied to every follower in your squad.
The thing to remember about squad assault though, is
that you need three OTHER characters within 6, so
you essentially need 4 figures in order to pull it
off. That can make for some uncomfortably close
quarters fighting. Watch out for missiles and other
area effects.
100pts: He could be played here, but his format
really wont bring enough to be competitive. He can
hit big, but the clones need more.
150/200pts: Here Gree can be run very well. It is
going to push you towards running swarm squads, but
in 200pts you can put Gree with smaller costed Jedi
to give them an attack boost that would stack with
other bonuses like General Kenobi. Also, for some
added punch, there is an Imperial character coming
in Imperial Entanglements that could give Gree
opportunist, making him a +15 for 40 DAM! You would
have to run Palps, sith lord, but he would also have
opportunist so even better. Gree has great
potential, but it will take some practice getting
the characters set up correctly.